rexglue-skate3/include/rex/graphics/pipeline/shader/translator.h
2026-05-18 22:41:13 +01:00

154 lines
6.8 KiB
C++

#pragma once
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*
* @modified Tom Clay, 2026 - Adapted for ReXGlue runtime
*/
#include <memory>
#include <set>
#include <string>
#include <vector>
#include <rex/graphics/format/ucode.h>
#include <rex/graphics/pipeline/shader/shader.h>
#include <rex/graphics/registers.h>
#include <rex/graphics/xenos.h>
#include <rex/math.h>
#include <rex/string/buffer.h>
namespace rex::graphics {
class ShaderTranslator {
public:
virtual ~ShaderTranslator();
virtual uint64_t GetDefaultVertexShaderModification(
uint32_t /*dynamic_addressable_register_count*/,
Shader::HostVertexShaderType /*host_vertex_shader_type*/ =
Shader::HostVertexShaderType::kVertex) const {
return 0;
}
virtual uint64_t GetDefaultPixelShaderModification(
uint32_t /*dynamic_addressable_register_count*/) const {
return 0;
}
// AnalyzeUcode must be done on the shader before translating!
bool TranslateAnalyzedShader(Shader::Translation& translation);
protected:
ShaderTranslator();
// Resets translator state before beginning translation.
virtual void Reset();
// Shader and modification currently being translated.
Shader::Translation& current_translation() const { return *translation_; }
Shader& current_shader() const { return current_translation().shader(); }
// Register count from SQ_PROGRAM_CNTL, stored by the implementation in its
// modification bits.
virtual uint32_t GetModificationRegisterCount() const { return xenos::kMaxShaderTempRegisters; }
// True if the current shader is a vertex shader.
bool is_vertex_shader() const { return current_shader().type() == xenos::ShaderType::kVertex; }
// True if the current shader is a pixel shader.
bool is_pixel_shader() const { return current_shader().type() == xenos::ShaderType::kPixel; }
// Temporary register count, accessible via static and dynamic addressing.
uint32_t register_count() const { return register_count_; }
// Emits a translation error that will be passed back in the result.
virtual void EmitTranslationError(const char* message, bool is_fatal = true);
// Handles the start of translation.
// At this point the vertex and texture bindings have been gathered.
virtual void StartTranslation() {}
// Handles the end of translation when all ucode has been processed.
// Returns the translated shader binary.
virtual std::vector<uint8_t> CompleteTranslation() { return std::vector<uint8_t>(); }
// Handles post-translation tasks when the shader has been fully translated.
virtual void PostTranslation() {}
// Sets the host disassembly on a shader.
void set_host_disassembly(Shader::Translation& translation, std::string value) {
translation.host_disassembly_ = std::move(value);
}
// Pre-process a control-flow instruction before anything else.
virtual void PreProcessControlFlowInstructions(
std::vector<ucode::ControlFlowInstruction> /*instrs*/) {}
// Handles translation for control flow label addresses.
// This is triggered once for each label required (due to control flow
// operations) before any of the instructions within the target exec.
virtual void ProcessLabel(uint32_t /*cf_index*/) {}
// Handles translation for control flow nop instructions.
virtual void ProcessControlFlowNopInstruction(uint32_t /*cf_index*/) {}
// Handles the start of a control flow instruction at the given address.
virtual void ProcessControlFlowInstructionBegin(uint32_t /*cf_index*/) {}
// Handles the end of a control flow instruction that began at the given
// address.
virtual void ProcessControlFlowInstructionEnd(uint32_t /*cf_index*/) {}
// Handles translation for control flow exec instructions prior to their
// contained ALU/fetch instructions.
virtual void ProcessExecInstructionBegin(const ParsedExecInstruction& /*instr*/) {}
// Handles translation for control flow exec instructions after their
// contained ALU/fetch instructions.
virtual void ProcessExecInstructionEnd(const ParsedExecInstruction& /*instr*/) {}
// Handles translation for loop start instructions.
virtual void ProcessLoopStartInstruction(const ParsedLoopStartInstruction& /*instr*/) {}
// Handles translation for loop end instructions.
virtual void ProcessLoopEndInstruction(const ParsedLoopEndInstruction& /*instr*/) {}
// Handles translation for function call instructions.
virtual void ProcessCallInstruction(const ParsedCallInstruction& /*instr*/) {}
// Handles translation for function return instructions.
virtual void ProcessReturnInstruction(const ParsedReturnInstruction& /*instr*/) {}
// Handles translation for jump instructions.
virtual void ProcessJumpInstruction(const ParsedJumpInstruction& /*instr*/) {}
// Handles translation for alloc instructions. Memory exports for eM#
// indicated by export_eM must be performed, regardless of the alloc type.
virtual void ProcessAllocInstruction(const ParsedAllocInstruction& /*instr*/,
uint8_t /*export_eM*/) {}
// Handles translation for vertex fetch instructions.
virtual void ProcessVertexFetchInstruction(const ParsedVertexFetchInstruction& /*instr*/) {}
// Handles translation for texture fetch instructions.
virtual void ProcessTextureFetchInstruction(const ParsedTextureFetchInstruction& /*instr*/) {}
// Handles translation for ALU instructions.
// memexport_eM_potentially_written_before needs to be handled by `kill`
// instruction to make sure memory exports for the eM# writes earlier in
// previous execs and the current exec are done before the invocation becomes
// inactive.
virtual void ProcessAluInstruction(const ParsedAluInstruction& /*instr*/,
uint8_t /*memexport_eM_potentially_written_before*/) {}
private:
void TranslateControlFlowInstruction(const ucode::ControlFlowInstruction& cf);
void TranslateExecInstructions(const ParsedExecInstruction& instr);
// Current shader and modification being translated.
Shader::Translation* translation_ = nullptr;
// Accumulated translation errors.
std::vector<Shader::Error> errors_;
// Temporary register count, accessible via static and dynamic addressing.
uint32_t register_count_ = 0;
// Current control flow dword index.
uint32_t cf_index_ = 0;
// Kept for supporting vfetch_mini.
ucode::VertexFetchInstruction previous_vfetch_full_;
};
} // namespace rex::graphics